public async Task Dice(CommandContext ctx, [Description("Side of dice.")] int sided, [Description("Number of dices")] int number) { int[] rslt = RandomController.GetRandomDice(sided, number); for (int i = 0; i < rslt.Length; i++) { await ctx.RespondAsync($"You roled: " + rslt[i]); } }
// 创建普通Unit private Unit CreateNormalUnit(Tile tile, int level = -1) { if (level == -1) // 未指定等级,就用随机等级 { level = RandomController.Range(GlobalValue.NormalLevelList, GlobalValue.NormalProbList); } Transform unitTr = Instantiate(unitPrefab); Unit unit = unitTr.GetComponent <Unit>(); unit.SetParent(tile); unit.SetData(level); return(unit); }
public async Task Get_WithoutParamenter_ReturnsOk() { // Arrange var randomController = new RandomController(fakeHistoryService, fakeConfiguration); // Act var result = await randomController.Get(0); // Assert var okResult = Assert.IsType <OkObjectResult>(result.Result); var randomNumber = Assert.IsType <int>(okResult.Value); Assert.True(randomNumber >= 0); }
public static float GetRandomRadianAngleBetween(float angle, float radianEitherSide) { float angleMin = angle - radianEitherSide; float angleMax = angle + radianEitherSide; float newAngle = RandomController.GetRandomFloat(angleMin, angleMax); newAngle = newAngle % AngleStuff.pieTwo; if (newAngle < 0) { newAngle = newAngle + AngleStuff.pieTwo; } return(newAngle); }
private void SetDrawSize(Vector2 startDrawSize) { //randomizing the draw size slightly float sizeDif = 0.5f; float minX = startDrawSize.X - (startDrawSize.X * sizeDif); float maxX = startDrawSize.X + (startDrawSize.X * sizeDif); float minY = startDrawSize.Y - (startDrawSize.Y * sizeDif); float maxY = startDrawSize.Y + (startDrawSize.Y * sizeDif); drawSize = new Vector2(RandomController.GetRandomFloat(minX, maxX), RandomController.GetRandomFloat(minY, maxY)); if (life > 0) { drawSize = drawSize + (increaseSize * life); } }
void Start() { int[] targets = { 1, 2, 3, 4 }; float[] probabilities = { 0.7f, 0.2f, 0.08f, 0.02f }; int[] times = { 0, 0, 0, 0 }; for (int i = 0; i < _times; i++) { int result = RandomController.Range(targets, probabilities); times[result - 1]++; } for (int i = 0; i < targets.Length; i++) { print(targets[i] + " 出现了 " + times[i] + " 次" + ", 概率为 " + (float)times[i] / _times * 100 + "%"); } }
// 创建Unit private Unit CreateUnit(Tile tile, int level = -1) { int type = RandomController.Range(GlobalValue.UnitClassList, GlobalValue.UnitSpawnProbList); Unit unit = null; switch (type) { case 1: unit = CreateNormalUnit(tile, level); break; case 2: unit = CreateMovableUnit(tile); break; default: print("Wrong type: " + type); break; } return(unit); }
void Start() { _touchClick = gameObject.AddComponent <TouchClick>(); _randomController = gameObject.AddComponent <RandomController>(); _sceneController = gameObject.AddComponent <SceneController>(); _isUpdate = true; _isLose = false; _lineColor = new Color32(232, 14, 12, 255); String value = Utils.GetRegexMatchValue(_sceneController.GetActiveScene().name); if (value.Length > 2) { LevelNumberController.levelNumber = Int32.Parse(value[0].ToString()); LevelNumberController.taskNumber = Int32.Parse(value[value.Length - 1].ToString()); } foreach (Image shape in shapes) { Utils.ChangeColorImage(shape, colorShape); } }
public void Test_Get_Success() { var provider = new SimpleRandomQuoteProvider(); var controller = new QuoteController(provider); var actual = controller.Get(1); Assert.IsTrue(actual.Value.ID == 1); var actual2 = controller.Get(2); Assert.IsTrue(actual2.Value.Text == "It is better to know how to learn than to know"); var actual3 = controller.Get(); Assert.IsTrue(actual3.Value.Count() == provider.quoteList.Length); var controller2 = new RandomController(provider); var actual4 = controller2.Get(); Assert.IsTrue(actual4.Value.ID <= provider.quoteList.Length); }
/// <summary> /// /// </summary> /// <param name="typeid">通道类型</param> /// <param name="chanelNo">银行编号</param> /// <param name="userId"></param> /// <param name="cycle">循环通道</param> /// <returns></returns> public static ChannelInfo GetModel(int typeid, string chanelNo, int userId, bool cycle) { int open = 0; var typeinfo = ChannelType.GetCacheModel(typeid); if (typeinfo == null) { return(null); } var channel = Channel.GetCacheModel(chanelNo); if (channel == null) { return(null); } if (typeid != channel.typeId) { return(null); } int usersuppid = -1; //通道没设置供应商的时候,自动获取通道类型的供应商 //当通道设置了供应商时才按照通道设置的供应商 if (!channel.supplier.HasValue || channel.supplier == 0) { channel.supplier = typeinfo.supplier; channel.supprate = typeinfo.supprate; } if (cycle) { #region 循环通道 if (typeinfo.runmode == 1) { string set = typeinfo.runset; var datas = new List <int>(); var weights = new List <ushort>(); foreach (string item in set.Split('|')) { string[] arr = item.Split(':'); datas.Add(Convert.ToInt32(arr[0])); weights.Add(Convert.ToUInt16(arr[1])); } var rancontroller = new RandomController(1) { datas = datas, weights = weights }; int seed = GetRandomSeed(); var rand = new Random(seed);// int[] suppid = rancontroller.ControllerRandomExtract(rand); if (suppid.Length > 0) { channel.supplier = suppid[0]; } } #endregion } #region 通道开启状态 // switch (typeinfo.isOpen) { case OpenEnum.AllClose: //全部关闭 usersuppid = GetUserSupp(userId, typeid); open = 0; break; case OpenEnum.AllOpen: //全部开启 usersuppid = GetUserSupp(userId, typeid); open = 1; break; case OpenEnum.Close: //根据设置 默认为关闭算法,如果后台对用户单独设置了就计算单独的开启状态。 如果没有看通道本身的状态 默认为关闭。如果后台都未设置为默认状态 open = GetChanelSysStatus(4, userId, chanelNo, typeid, ref usersuppid); // GetSysOpenStatus(userId, chanelNo, info.typeId, 0); break; case OpenEnum.Open: // open = GetChanelSysStatus(8, userId, chanelNo, typeid, ref usersuppid); //GetSysOpenStatus(userId, chanelNo, info.typeId, 1); break; } #endregion //自定义通道 if (usersuppid > -1) { channel.supplier = usersuppid; } /*用户通道状态 只有系统通道状态为开启时用户的设置才有效*/ if (open == 1) { open = GetUserOpenStatus(userId, chanelNo, typeid, 1); } channel.isOpen = open; return(channel); }
/// <summary> /// 获通道的相关信息 /// </summary> /// <param name="chanelNo">通道代码</param> /// <param name="userId">用户ID</param> /// <param name="cycle">是否更新当前渠道</param> /// <returns></returns> public static ChannelInfo GetModel(string chanelNo, int userId, bool cycle) { int open = 0; var info = GetCacheModel(chanelNo); if (info == null) { return(null); } var typeinfo = ChannelType.GetCacheModel(info.typeId); if (typeinfo == null) { return(null); } int usersuppid = -1; if (!info.supplier.HasValue || info.supplier == 0) { info.supplier = typeinfo.supplier; info.supprate = typeinfo.supprate; } if (cycle) { #region if (typeinfo.runmode == 1) { string set = typeinfo.runset; var datas = new List <int>(); var weights = new List <ushort>(); foreach (string item in set.Split('|')) { string[] arr = item.Split(':'); datas.Add(Convert.ToInt32(arr[0])); weights.Add(Convert.ToUInt16(arr[1])); } var rancontroller = new RandomController(1); rancontroller.datas = datas; rancontroller.weights = weights; int seed = GetRandomSeed(); Random rand = new Random(seed);// int[] suppid = rancontroller.ControllerRandomExtract(rand); info.supplier = suppid[0]; } #endregion } /*系统通道状态*/ switch (typeinfo.isOpen) { case OpenEnum.AllClose: //全部关闭 usersuppid = GetUserSupp(userId, info.typeId); open = 0; break; case OpenEnum.AllOpen: //全部开启 usersuppid = GetUserSupp(userId, info.typeId); open = 1; break; case OpenEnum.Close: //根据设置 默认为关闭算法,如果后台对用户单独设置了就计算单独的开启状态。 如果没有看通道本身的状态 默认为关闭。如果后台都未设置为默认状态 open = GetChanelSysStatus(4, userId, chanelNo, info.typeId, ref usersuppid); // GetSysOpenStatus(userId, chanelNo, info.typeId, 0); break; case OpenEnum.Open: // open = GetChanelSysStatus(8, userId, chanelNo, info.typeId, ref usersuppid); //GetSysOpenStatus(userId, chanelNo, info.typeId, 1); break; } //如果网银数据库 if (usersuppid > -1) { info.supplier = usersuppid; } /*用户通道状态 只有系统通道状态为开启时用户的设置才有效*/ if (open == 1) { open = GetUserOpenStatus(userId, chanelNo, info.typeId, 1); } info.isOpen = open; return(info); }
// Start is called before the first frame update void Start() { randomController = GameObject.Find("Randomnumber_OBJ").GetComponent <RandomController>(); countScene = GameObject.Find("CountScene").GetComponent <CountScene>(); nameController = GameObject.Find("NameObj").GetComponent <NameController>(); }